Problem with the distress beacon
Moderators: winston, another_commander
-
- ---- E L I T E ----
- Posts: 1248
- Joined: Sat Sep 12, 2009 11:58 pm
- Location: Essex (mainly industrial and occasionally anarchic)
Problem with the distress beacon
I can't easily tell who wrote the distress beacon code, or even which OXP it is in (sorry), but I have found a problem with it, I think (or perhaps with the way it interacts with other code). To wit: yellow blips - non-police ships - appear along with the police. And I shoot them - thinking they are the baddies I called the police to deal with - and then I get in trouble.
I am running trunk version 3300, with (among others) these OXPS: missiles & bombs (version 2.4); armoury (v. 1); Galcops; Hired Guns (v. 1.2); total patrol (modified to run on trunk).
Anyone else had this problem?
I am running trunk version 3300, with (among others) these OXPS: missiles & bombs (version 2.4); armoury (v. 1); Galcops; Hired Guns (v. 1.2); total patrol (modified to run on trunk).
Anyone else had this problem?
- Yrol_Denjeah
- Dangerous
- Posts: 75
- Joined: Mon Apr 26, 2010 8:29 am
Throw all OXPs out and see, if it the problem is still there then.
If not, add one OXP after the other until the problem is there again.
In a way that at any time only one OXP is used.
While testing that, hold SHIFT pressed when you start Ooolite,
all the way pushing the key until the cobra appears and the message
"load previous commander? ( y/n )".
That way, Oolite will clear its cache and you can be sure that it
doesnt "grab" old values out of it.
~
How did you modify total patrol to run with trunk?
If not, add one OXP after the other until the problem is there again.
In a way that at any time only one OXP is used.
While testing that, hold SHIFT pressed when you start Ooolite,
all the way pushing the key until the cobra appears and the message
"load previous commander? ( y/n )".
That way, Oolite will clear its cache and you can be sure that it
doesnt "grab" old values out of it.
~
How did you modify total patrol to run with trunk?
(in a cutely insane, electronic, stuttering female voice)
Are you Afraid? What is it you Fear?
The End of your Trivial Existence? Ha!
When the History of my Glory is written,
your Species shall only be a Footnote
to my Magnificence.
I am SHODAN.
Are you Afraid? What is it you Fear?
The End of your Trivial Existence? Ha!
When the History of my Glory is written,
your Species shall only be a Footnote
to my Magnificence.
I am SHODAN.
- Phantom Hoover
- Dangerous
- Posts: 100
- Joined: Mon Mar 22, 2010 9:06 pm
-
- ---- E L I T E ----
- Posts: 1248
- Joined: Sat Sep 12, 2009 11:58 pm
- Location: Essex (mainly industrial and occasionally anarchic)
Thanks guys - but I think the mistake might, in a way, be mine. Having done some testing, I think that I may have been shooting my own escorts (from Hirer Guns). They seem to figure now as yellow blebs, labelled in my targetting scanner as 'system vessels'. But hopefully I get around to doing some proper testing, and then I can really tell you what is what. (Sorry if I've messed you around.)
Yes, in the 1.74 version of Hired Guns the ships are yellow, like any other ship in the game. Not sure why they're system vessels though, will have to check that.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
- JazHaz
- ---- E L I T E ----
- Posts: 2991
- Joined: Tue Sep 22, 2009 11:07 am
- Location: Enfield, Middlesex
- Contact:
In previous versions they are white though. What version does UK-Eliter have?Thargoid wrote:Yes, in the 1.74 version of Hired Guns the ships are yellow, like any other ship in the game. Not sure why they're system vessels though, will have to check that.
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
He says above, v1.2 (which is the Oolite 1.74 version).
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
-
- ---- E L I T E ----
- Posts: 1248
- Joined: Sat Sep 12, 2009 11:58 pm
- Location: Essex (mainly industrial and occasionally anarchic)
I should add that this is how I modified Total Patrol to run with trunk: I changed the 'requires.plist' file from
{"max_version" = "1.73.99"; version = "1.73"; }
to
{version = "1.73"; }
That doesn't remove any actual incompatibility (I am presuming there is none). All it does it to stop the OXP complaining about the version of Oolite - and aborting itself.
{"max_version" = "1.73.99"; version = "1.73"; }
to
{version = "1.73"; }
That doesn't remove any actual incompatibility (I am presuming there is none). All it does it to stop the OXP complaining about the version of Oolite - and aborting itself.
Hmm, on my system (WinXP, trunk 3280) they don't have any rank (as it should be - no system vessel). So quite why yours are showing up as system vessels I don't know.
What OS and trunk version are you running?
What OS and trunk version are you running?
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
That's something new in the latest trunk then.
Give the dev's a day or two to sort out the nightly build and I'll catch up and check it out.
But as the OXP readme and the dev's warning goes, if you're using Trunk then instabilities and weird stuff like this are quite possible. It's not designed (yet) for general gameplay.
Give the dev's a day or two to sort out the nightly build and I'll catch up and check it out.
But as the OXP readme and the dev's warning goes, if you're using Trunk then instabilities and weird stuff like this are quite possible. It's not designed (yet) for general gameplay.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
OK, just tried it with the latest XP trunk (3314) and I can't repeat what you are seeing - I just see "Hired Escorts" without any legal status (as it should be).
What other ship replacement OXPs are you running? I'm wondering if you've got something in there which is replacing the ships (which are trunk ships to ensure that they will always be present) and the new ones aren't set up quite right and so are causing Hired Guns some problems.
If you do have something like Neolite or Griff's stuff can you temporarily remove it and see if you still have the same issue then?
What other ship replacement OXPs are you running? I'm wondering if you've got something in there which is replacing the ships (which are trunk ships to ensure that they will always be present) and the new ones aren't set up quite right and so are causing Hired Guns some problems.
If you do have something like Neolite or Griff's stuff can you temporarily remove it and see if you still have the same issue then?
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
-
- ---- E L I T E ----
- Posts: 1248
- Joined: Sat Sep 12, 2009 11:58 pm
- Location: Essex (mainly industrial and occasionally anarchic)
Dear Thargoid
I just tried it with no oxps installed excepted Hired Guns v. 1.20, and a version of trunk that's only a few hours old, and the escorts were still labelled system vessels.
Here's the log.
--- start of log ---
[log.header]: Opening log for Oolite version 1.74 (x86-32 test release) under Windows at 2010-05-10 22:17:27 +0100.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1920 x 1200
[rendering.opengl.version]: OpenGL renderer version: 3.2.0 ("3.2.0")
Vendor: NVIDIA Corporation
Renderer: GeForce 8600 GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (180):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_gpu_program4, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_draw_instanced, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_NV_vertex_buffer_unified_memory, GL_NV_copy_image, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_compression_rgtc, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_compatibility, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_EXT_framebuffer_sRGB, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_ARB_fragment_coord_conventions, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_bindable_uniform, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_NV_multisample_coverage, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_parameter_buffer_object, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_transform_feedback, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_draw_elements_base_vertex, GL_ARB_geometry_shader4, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_multisample, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_ARB_depth_buffer_float, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_ARB_texture_rg, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_EXT_packed_float, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_texture_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_NVX_gpu_memory_info, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_NV_half_float, GL_NV_geometry_shader4, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_NV_parameter_buffer_object2, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_EXT_draw_buffers2, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_NV_explicit_multisample, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_ARB_texture_buffer_object, GL_EXT_texture_array, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXTX_framebuffer_mixed_formats, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_NV_shader_buffer_load
[rendering.opengl.shader.support]: Shaders are supported.
[searchPaths.dumpAll]: ---> OXP search paths found:
../AddOns
../AddOns/Hired Guns 1.20.oxp
[dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2010-05-10 22:17:51 +0100.
-- end of log ---
I just tried it with no oxps installed excepted Hired Guns v. 1.20, and a version of trunk that's only a few hours old, and the escorts were still labelled system vessels.
Here's the log.
--- start of log ---
[log.header]: Opening log for Oolite version 1.74 (x86-32 test release) under Windows at 2010-05-10 22:17:27 +0100.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1920 x 1200
[rendering.opengl.version]: OpenGL renderer version: 3.2.0 ("3.2.0")
Vendor: NVIDIA Corporation
Renderer: GeForce 8600 GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (180):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_gpu_program4, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_draw_instanced, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_NV_vertex_buffer_unified_memory, GL_NV_copy_image, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_compression_rgtc, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_compatibility, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_EXT_framebuffer_sRGB, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_ARB_fragment_coord_conventions, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_bindable_uniform, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_NV_multisample_coverage, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_parameter_buffer_object, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_transform_feedback, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_draw_elements_base_vertex, GL_ARB_geometry_shader4, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_multisample, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_ARB_depth_buffer_float, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_ARB_texture_rg, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_EXT_packed_float, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_texture_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_NVX_gpu_memory_info, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_NV_half_float, GL_NV_geometry_shader4, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_NV_parameter_buffer_object2, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_EXT_draw_buffers2, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_NV_explicit_multisample, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_ARB_texture_buffer_object, GL_EXT_texture_array, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXTX_framebuffer_mixed_formats, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_NV_shader_buffer_load
[rendering.opengl.shader.support]: Shaders are supported.
[searchPaths.dumpAll]: ---> OXP search paths found:
../AddOns
../AddOns/Hired Guns 1.20.oxp
[dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2010-05-10 22:17:51 +0100.
-- end of log ---
Hmm, I'm now a confused Alien as I've just done exactly the same thing (although I kept debug OXP in also so I could inspect the ship with the JS console) and mine aren't ranked at all:
Now I look in detail you don't have the very latest version of Hired Guns (you're missing the log message for a start) - try downloading it again and see if the new installation cures your problem? I don't think I did anything that would cause it (aside from the scanner coloration and the log message this OXP is largely unchanged) but who knows?!
When you do so hold down shift when you restart the game to make sure the cache is cleared out (you'll see it in the log, like it says in mine above if you do it correctly).
Code: Select all
[log.header]: Opening log for Oolite development version 1.74.0.3314 (x86-32 test release) under Windows at 2010-05-10 22:32:44 +0100.
1 processor detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1152 x 864
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5200/AGP/SSE/3DNOW!
[rendering.opengl.extensions]: OpenGL extensions (113):
GL_NV_primitive_restart, GL_EXT_abgr, GL_S3_s3tc, GL_ARB_shadow, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_edge_clamp, GL_EXT_separate_specular_color, GL_EXT_blend_minmax, GL_EXT_texture_object, GL_ARB_texture_env_add, GL_EXT_timer_query, GL_NV_texture_env_combine4, GL_EXT_texture_cube_map, GL_SGIX_depth_texture, GL_EXT_texture_env_dot3, GL_IBM_rasterpos_clip, GL_EXT_framebuffer_blit, GL_ARB_texture_env_dot3, GL_NV_light_max_exponent, GL_EXT_framebuffer_object, GL_EXT_blend_subtract, GL_ARB_multitexture, GL_NV_register_combiners, GL_NV_framebuffer_multisample_coverage, GL_EXT_stencil_wrap, GL_ARB_texture_border_clamp, GL_NV_depth_clamp, GL_NV_vertex_program, GL_NV_occlusion_query, GL_NV_fragment_program, GL_ARB_texture_env_combine, GL_NV_fog_distance, GL_EXT_framebuffer_multisample, GL_SUN_slice_accum, GL_EXT_packed_pixels, GL_EXT_texture_env_add, GL_SGIS_texture_lod, GL_ARB_depth_texture, GL_ARB_transpose_matrix, GL_ARB_occlusion_query, GL_NV_texgen_reflection, GL_NV_packed_depth_stencil, GL_EXT_stencil_two_side, GL_ARB_shading_language_100, GL_ARB_fragment_program_shadow, GL_EXT_rescale_normal, GL_EXT_gpu_program_parameters, GL_NV_multisample_filter_hint, GL_ARB_pixel_buffer_object, GL_NV_fragment_program_option, GL_EXT_secondary_color, GL_EXT_paletted_texture, GL_ARB_texture_mirrored_repeat, GL_NV_fence, GL_EXT_draw_range_elements, GL_ARB_half_float_pixel, GL_NV_texture_compression_vtc, GL_NV_register_combiners2, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2, WGL_EXT_swap_control, GL_SGIS_generate_mipmap, GL_NV_texture_rectangle, GL_ARB_texture_rectangle, GL_ARB_point_sprite, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_EXT_packed_depth_stencil, GL_ARB_vertex_shader, GL_ARB_vertex_buffer_object, GL_WIN_swap_hint, GL_NV_vertex_program2_option, GL_NV_float_buffer, GL_ARB_shader_objects, GL_ARB_imaging, GL_NV_texture_shader2, GL_EXT_Cg_shader, GL_NV_vertex_array_range, GL_NV_texture_shader3, GL_NV_point_sprite, GL_NV_pixel_data_range, GL_NV_texture_shader, GL_SGIX_shadow, GL_NV_vertex_array_range2, GL_ARB_fragment_shader, GL_KTX_buffer_region, GL_EXT_texture3D, GL_EXT_fog_coord, GL_ARB_window_pos, GL_EXT_point_parameters, GL_ARB_fragment_program, GL_EXT_texture_env_combine, GL_ARB_vertex_program, GL_EXT_shared_texture_palette, GL_EXT_compiled_vertex_array, GL_EXT_bgra, GL_ARB_texture_cube_map, GL_ARB_point_parameters, GL_EXT_vertex_array, GL_ARB_multisample, GL_EXT_multi_draw_arrays, GL_ARB_texture_compression, GL_NV_copy_depth_to_color, GL_NV_texture_expand_normal, GL_EXT_blend_func_separate, GL_NV_half_float, GL_EXT_texture_sRGB, GL_EXT_shadow_funcs, GL_EXT_blend_color, GL_NV_vertex_program1_1, GL_NV_blend_square, GL_EXT_pixel_buffer_object
[rendering.opengl.shader.support]: Shaders are supported.
[oxp.message]: ../AddOns/Hired Guns 1.20.oxp: This is a beta-test version of the Hired Guns OXP for evaluation under 1.74 trunk. Once 1.74 is released, a final version of Hired Guns will be launched and should be used instead of this version.
[searchPaths.dumpAll]: ---> OXP search paths found:
../AddOns
../AddOns/Hired Guns 1.20.oxp
../AddOns/Debug.oxp
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[loading.complete]: ========== Loading complete. ==========
[debugTCP.connected]: Connected to external debug console "DebugConsole".
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2010-05-10 22:35:09 +0100.
When you do so hold down shift when you restart the game to make sure the cache is cleared out (you'll see it in the log, like it says in mine above if you do it correctly).
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
-
- ---- E L I T E ----
- Posts: 1248
- Joined: Sat Sep 12, 2009 11:58 pm
- Location: Essex (mainly industrial and occasionally anarchic)
Moderator: mind the giant images.
Oh dear! The problem seems to persist under the latest trunk and with the latest Hired Guns. See log and screenshot. I might add though that the problem does seem intermittent.
http://najoll.files.wordpress.com/2010/05/screen.jpg
log.header]: Opening log for Oolite version 1.74 (x86-32 test release) under Windows at 2010-05-11 00:35:41 +0100.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1920 x 1200
[rendering.opengl.version]: OpenGL renderer version: 3.2.0 ("3.2.0")
Vendor: NVIDIA Corporation
Renderer: GeForce 8600 GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (180):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_gpu_program4, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_draw_instanced, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_NV_vertex_buffer_unified_memory, GL_NV_copy_image, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_compression_rgtc, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_compatibility, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_EXT_framebuffer_sRGB, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_ARB_fragment_coord_conventions, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_bindable_uniform, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_NV_multisample_coverage, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_parameter_buffer_object, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_transform_feedback, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_draw_elements_base_vertex, GL_ARB_geometry_shader4, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_multisample, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_ARB_depth_buffer_float, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_ARB_texture_rg, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_EXT_packed_float, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_texture_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_NVX_gpu_memory_info, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_NV_half_float, GL_NV_geometry_shader4, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_NV_parameter_buffer_object2, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_EXT_draw_buffers2, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_NV_explicit_multisample, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_ARB_texture_buffer_object, GL_EXT_texture_array, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXTX_framebuffer_mixed_formats, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_NV_shader_buffer_load
[rendering.opengl.shader.support]: Shaders are supported.
[oxp.message]: ../AddOns/Hired Guns 1.20.oxp: This is a beta-test version of the Hired Guns OXP for evaluation under 1.74 trunk. Once 1.74 is released, a final version of Hired Guns will be launched and should be used instead of this version.
[searchPaths.dumpAll]: ---> OXP search paths found:
../AddOns
../AddOns/Hired Guns 1.20.oxp
[dataCache.rebuild.datesChanged]: Cache is stale (modification dates have changed). Rebuilding from scratch.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[loading.complete]: ========== Loading complete. ==========
[load.failed]: ***** Failed to load saved game "NJ.oolite-save": Could not find ship type “caduceus-omega-player” - please reinstall the appropriate OXP.
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
Oh dear! The problem seems to persist under the latest trunk and with the latest Hired Guns. See log and screenshot. I might add though that the problem does seem intermittent.
http://najoll.files.wordpress.com/2010/05/screen.jpg
log.header]: Opening log for Oolite version 1.74 (x86-32 test release) under Windows at 2010-05-11 00:35:41 +0100.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1920 x 1200
[rendering.opengl.version]: OpenGL renderer version: 3.2.0 ("3.2.0")
Vendor: NVIDIA Corporation
Renderer: GeForce 8600 GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (180):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_gpu_program4, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_draw_instanced, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_NV_vertex_buffer_unified_memory, GL_NV_copy_image, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_compression_rgtc, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_compatibility, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_EXT_framebuffer_sRGB, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_ARB_fragment_coord_conventions, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_bindable_uniform, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_NV_multisample_coverage, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_parameter_buffer_object, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_transform_feedback, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_draw_elements_base_vertex, GL_ARB_geometry_shader4, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_multisample, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_ARB_depth_buffer_float, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_ARB_texture_rg, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_EXT_packed_float, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_texture_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_NVX_gpu_memory_info, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_NV_half_float, GL_NV_geometry_shader4, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_NV_parameter_buffer_object2, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_EXT_draw_buffers2, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_NV_explicit_multisample, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_ARB_texture_buffer_object, GL_EXT_texture_array, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXTX_framebuffer_mixed_formats, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_NV_shader_buffer_load
[rendering.opengl.shader.support]: Shaders are supported.
[oxp.message]: ../AddOns/Hired Guns 1.20.oxp: This is a beta-test version of the Hired Guns OXP for evaluation under 1.74 trunk. Once 1.74 is released, a final version of Hired Guns will be launched and should be used instead of this version.
[searchPaths.dumpAll]: ---> OXP search paths found:
../AddOns
../AddOns/Hired Guns 1.20.oxp
[dataCache.rebuild.datesChanged]: Cache is stale (modification dates have changed). Rebuilding from scratch.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[loading.complete]: ========== Loading complete. ==========
[load.failed]: ***** Failed to load saved game "NJ.oolite-save": Could not find ship type “caduceus-omega-player” - please reinstall the appropriate OXP.
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74